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Prepare GL renderchains
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commit
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@ -407,7 +407,7 @@ static const shader_backend_t *shader_ctx_drivers[] = {
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NULL
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};
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static const d3d_renderchain_driver_t *renderchain_drivers[] = {
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static const d3d_renderchain_driver_t *renderchain_d3d_drivers[] = {
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#if defined(_WIN32) && defined(HAVE_D3D9) && defined(HAVE_CG)
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&cg_d3d9_renderchain,
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#endif
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@ -421,6 +421,13 @@ static const d3d_renderchain_driver_t *renderchain_drivers[] = {
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NULL
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};
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static const gl_renderchain_driver_t *renderchain_gl_drivers[] = {
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#if defined(HAVE_OPENGL)
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&gl2_renderchain,
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#endif
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NULL
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};
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/* Stub functions */
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static void update_window_title_null(void *data, void *data2)
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@ -3414,14 +3421,39 @@ bool renderchain_d3d_init_first(const d3d_renderchain_driver_t **renderchain_dri
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{
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unsigned i;
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for (i = 0; renderchain_drivers[i]; i++)
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for (i = 0; renderchain_d3d_drivers[i]; i++)
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{
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void *data = renderchain_drivers[i]->chain_new();
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void *data = renderchain_d3d_drivers[i]->chain_new();
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if (!data)
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continue;
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*renderchain_driver = renderchain_drivers[i];
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*renderchain_driver = renderchain_d3d_drivers[i];
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*renderchain_handle = data;
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return true;
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}
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return false;
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}
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bool renderchain_gl_init_first(
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const gl_renderchain_driver_t **renderchain_driver,
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void **renderchain_handle)
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{
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unsigned i;
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for (i = 0; renderchain_gl_drivers[i]; i++)
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{
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#if 0
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void *data = renderchain_gl_drivers[i]->chain_new();
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#else
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void *data = NULL;
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#endif
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if (!data)
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continue;
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*renderchain_driver = renderchain_gl_drivers[i];
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*renderchain_handle = data;
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return true;
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}
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@ -1261,6 +1261,10 @@ bool renderchain_d3d_init_first(
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const d3d_renderchain_driver_t **renderchain_driver,
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void **renderchain_handle);
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bool renderchain_gl_init_first(
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const gl_renderchain_driver_t **renderchain_driver,
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void **renderchain_handle);
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extern bool (*video_driver_cb_has_focus)(void);
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extern shader_backend_t *current_shader;
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@ -1323,6 +1327,8 @@ extern d3d_renderchain_driver_t cg_d3d9_renderchain;
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extern d3d_renderchain_driver_t hlsl_d3d9_renderchain;
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extern d3d_renderchain_driver_t null_renderchain;
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extern gl_renderchain_driver_t gl2_renderchain;
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RETRO_END_DECLS
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#endif
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